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(1 edit) (+1)

Hey, I thought this was a really cool concept! 

A few player experience issues I had:

A big thing about keeping the player in mind is making the game obvious without tutorials. We can do things like when the robot rolls near a tool showing a highlight on that tool and the space bar, and when you're holding a tool and getting near the bathroom showing the enter key being tapped repeatedly. I.e. A tutorial is great, and I'm really glad it wasn't required! Design should reveal how the game works as much as possible without relying on the tutorial. 

(+2)

Thank you so much for playing!

Yes, I totally agree with you. We wanted to experiment in making a tutorial mostly to explain the queue and alien dynamics, but for a game with so few mechanics it feels  isn't really necessary (besides for the extra work involved).

Thank you very much for the comment, we'll keep it in mind for future occasions!

(+1)

Definitely good practice to experiment with these ideas :) The Games User Research Sig on YouTube has several really good ideas on teaching the player game mechanics, if you want to explore that! Here's one video I really loved: